/* CoralCube | Massively Multiplayer Online Role-Playing Game(MMORPG) Emulator.
|* 
|* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
|*               2008-2010 TrinityCore <http://www.trinitycore.org/>
|*               2008-2010 CoralCube <http://www.CoralCube.com/>
|*
|* This program is free software. You can redistribute it and/or modify it under the terms of 
|* the GNU General Public License as published by the Free Software Foundation, either 
|* version 2 of the License.
|*
|* This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY, 
|* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. 
|* See the GNU General Public License for more details.
|*
|* You should have received a copy of the GNU General Public License along with this program. 
|* If not, see <http://www.gnu.org/licenses/>.
|*/

#ifndef CORE_COMBATAI_H
#define CORE_COMBATAI_H

#include "CreatureAI.h"
#include "CreatureAIImpl.h"
#include "ConditionMgr.h"

class Creature;

class AggressorAI : public CreatureAI
{
public:
    explicit AggressorAI(Creature *c) : CreatureAI(c) { }

    void UpdateAI(const uint32);
    static int Permissible(const Creature *);
};

typedef std::vector<uint32> SpellVct;

class CombatAI : public CreatureAI
{
public:
    explicit CombatAI(Creature *c) : CreatureAI(c) { }

    void InitializeAI();
    void Reset();
    void EnterCombat(Unit* who);
    void JustDied(Unit *killer);
    void UpdateAI(const uint32 diff);
    static int Permissible(const Creature *);
protected:
    EventMap events;
    SpellVct spells;
};

class CasterAI : public CombatAI
{
public:
    explicit CasterAI(Creature *c) : CombatAI(c) { m_attackDist = MELEE_RANGE; }
    void InitializeAI();
    void AttackStart(Unit * victim) { AttackStartCaster(victim, m_attackDist); }
    void UpdateAI(const uint32 diff);
    void EnterCombat(Unit * /*who*/);
private:
    float m_attackDist;
};

struct ArchorAI : public CreatureAI
{
public:
    explicit ArchorAI(Creature *c);
    void AttackStart(Unit *who);
    void UpdateAI(const uint32 diff);

    static int Permissible(const Creature *);
protected:
    float m_minRange;
};

struct TurretAI : public CreatureAI
{
public:
    explicit TurretAI(Creature *c);
    bool CanAIAttack(const Unit *who) const;
    void AttackStart(Unit *who);
    void UpdateAI(const uint32 diff);

    static int Permissible(const Creature *);
protected:
    float m_minRange;
};

struct AOEAI : public CreatureAI
{
public:
    explicit AOEAI(Creature *c);
    bool CanAIAttack(const Unit *who) const;
    void AttackStart(Unit *who);
    void UpdateAI(const uint32 diff);

    static int Permissible(const Creature *);
};
#define VEHICLE_CONDITION_CHECK_TIME 1000
#define VEHICLE_DISMISS_TIME 5000
struct VehicleAI : public CreatureAI
{
public:
    explicit VehicleAI(Creature *c);

    void UpdateAI(const uint32 diff);
    static int Permissible(const Creature *);
    void Reset();
    void MoveInLineOfSight(Unit *) { }
    void AttackStart(Unit *) { }
    void OnCharmed(bool apply);

private:
    Vehicle* m_vehicle;
    bool m_IsVehicleInUse;
    void LoadConditions();
    void CheckConditions(const uint32 diff);
    ConditionList conditions;
    uint32 m_ConditionsTimer;
    bool m_DoDismiss;
    uint32 m_DismissTimer;
};

#endif
